#Graphics General

1 messages · Page 45 of 1

sonic canopy
#

With

{
   "materials" : []
}```
long ruin
#

Hmmm what do you think it could be

white willow
#

the new configs are definitely easier to go through

#

especially cuz they are named correctly

limpid sequoia
#

🗿

quasi trench
#

it’s beautiful

white willow
#

this was mainly to test how the taa jitter improvements looked which last time i did this, it was near unplayable with how bad the jitter was

tribal trail
#

it's a shame taau is still more blurry than it was few years ago

#

even when set to near native res

white willow
#

i still pray every day the fix that

white willow
#

i just wish it was sharper

scarlet gust
#

Why did you use Vibrant Visuals?

white willow
#

Something something I set the resolution to 0.06

scarlet gust
#

And why did you use TAA?

white willow
#

And because VV only has TAA?

scarlet gust
white willow
#

I can't with you

scarlet gust
white willow
#

And it's the worse option

#

Unless you play on a phone

scarlet gust
#

Vibrant Visuals needs a bicubic option in my opinion.

white willow
#

What is that gonna do

#

Enlighten me

long ruin
#

Lmao just use DLSS 💔

#

I wish

white willow
#

Me: makes something intentionally bad for the sake of testing image stability.
Results: wow that's really stable
This kid: lmao it looks awful just use something the game doesn't have

scarlet gust
#

Vibrant Visuals should also have lanczos upscaling in my opinion.

white willow
#

I don't think that has ever been used in real time games...

#

Lanzcos is pretty slow

scarlet gust
#

Mojunk should remove the trash upscalers and replace them with better alternatives.

scarlet gust
white willow
#

I'm gonna be honest man. Bicubic kinda sucks with low res images

#

It's blurred to heck and back

#

TAA is at least clear

scarlet gust
white willow
#

I'm not having this conversation again

#

I'll let someone more mentally equipped handle this one chat

wise hinge
scarlet gust
white willow
#

RTX

#

SPECIFICALLY

scarlet gust
#

Could I possibly make native resolution in Bedrock RTX use DLAA instead of TAA?

white willow
#

Nope

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DLAA literally doesn't work

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You can force DLAA on and it won't work

scarlet gust
#

How did they get MetalFX to work?

white willow
#

You'll get black bars on your screen

scarlet gust
white willow
#

You yourself can't do it. No offense. None of us can

white willow
# scarlet gust Wdym?

If you use something like DLSS tweaks to force DLAA instead of DLSS the game breaks

#

And you get black bars on the corners of your screen

#

Same thing happens if you force DLSS to use a higher render scale than intended (like using DLSS quality at 1440p.) minecrsft literally breaks if you do that

scarlet gust
limpid sequoia
#

what's up

wise ferry
#

How to add mer for flipbook textures? Am I doing something wrong?

  "format_version": "1.21.30",
  "minecraft:texture_set": {
    "color": "brick_stove_on",
    "metalness_emissive_roughness_subsurface": "brick_stove_on_mer"
  }
}```
wise ferry
#

actually nevermind im stupid i named the file with mers 😭

wise hinge
limpid sequoia
scarlet gust
inland vault
#

Who even uses Temporal Anti-Aliaising these days....

limpid sequoia
wise hinge
#

i use fxaa

limpid sequoia
#

i use fax

#

:doggy_smurk:

scarlet gust
rancid seal
limpid sequoia
rancid seal
# limpid sequoia

I don't think cactus itself should have subsurface scattering effect. It doesn't happen in real life, so I think you can leave it in case you focus on beauty.
My opinion

limpid sequoia
#

lmfao

rancid seal
limpid sequoia
#

again

rancid seal
limpid sequoia
rancid seal
limpid sequoia
limpid sequoia
#
  "deferred_shading_parameters": {
    "block_light_indirect_contribution_multiplier": 0.05,
    "sky_light_indirect_contribution_multiplier": 0.25,
    "ibl_indirect_contribution_multiplier": 0.5,
    "volumetric_fog_min_ambient_value": 0.0,
    "emissive_brightness_multiplier": 1,
    "end_portal_emissive_multiplier": 1.0,
    "start_ibl_fade_light_level": 15,
    "end_ibl_fade_light_level": 12
  }
}```
@sonic canopy sorry for the ping!
I wonder that what can i do with those parameters?
wind pollen
limpid sequoia
#

just tried some custom materials

#

for bet-tuh cloud

#

that's fine innit

sonic canopy
# limpid sequoia ```{ "deferred_shading_parameters": { "block_light_indirect_contribution_m...

Well idk, whatever you want to do with them bao_ext_toldyouso Their names are quite self explanatory, so if you need to change any of the described values, you can do that with that config

Just in case tho

{
  "deferred_shading_parameters": {
    "block_light_indirect_contribution_multiplier": 0.05, // brightness of static lights
    "sky_light_indirect_contribution_multiplier": 0.25, // brightness of ambient sky light
    "ibl_indirect_contribution_multiplier": 0.5, // brightness of sky reflections
    "volumetric_fog_min_ambient_value": 0.0, // illumination of fog in complete darkness
    "emissive_brightness_multiplier": 1, // brightness of PBR texture emission
    "end_portal_emissive_multiplier": 1.0, // brightness of end portal emission
    "start_ibl_fade_light_level": 15, // light level when sky reflections start fading out
    "end_ibl_fade_light_level": 12 // light level when sky reflection fading reaches 0
  }
}```
limpid sequoia
rancid seal
#

@limpid sequoia why did you send "dawg_smurk " to my posts in bedrock graphics server and then deleted it?

wind pollen
limpid sequoia
wise hinge
limpid sequoia
willow needle
#

Experiment on normalmap with RTX & VV (using 64x texture resolution)

wise hinge
limpid sequoia
grizzled tree
#

hello, Is it possible to dynamically change the skybox via the server?

rancid seal
rancid seal
#

@limpid sequoia I have a birthday tomorrow (already today for your time zone) 🥀

Will you play with Minecraft RTX as a present for me?

iron moon
#

Lol

rancid seal
#

8 minutes till my birthday

quasi trench
#

im curious to see if it’s accepted

tribal trail
grizzled mica
limpid sequoia
blazing whale
#

Strawberry Deferred HDR P3 (new update)

limpid sequoia
limpid sequoia
#

nice noon

wise ferry
#

How to make item not glow? Its off by default when placed but I want to keep the emitted color of the block when its "on". Is there a way to define for different block states?

    "format_version": "1.21.120",
    "minecraft:local_light_settings": {
        "rf:brick_stove": {
            "light_color": "#DFA21B",
            "light_type": "static_light"
        },
        "rf:nether_brick_stove": {
            "light_color": "#23C0C6",
            "light_type": "static_light"
    }
}```
wise ferry
limpid sequoia
wise ferry
#

rip ig ill just turn the block state into a separate block

blazing whale
rancid seal
wise hinge
daring jewel
scarlet gust
scarlet gust
scarlet gust
limpid sequoia
daring jewel
wise ferry
#

but ty

daring jewel
#

Np

scarlet gust
#

Not my screenshot but I thought it was cool so I reposted it I guess

#

Credit to @zoren__2_4 for taking this screenshot

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I don't take enough screenshots so I'm using other people's screenshots at this point

severe grove
rancid seal
severe grove
#

Can someone request me for an offline game, I'm bored of playing online games all the time?

limpid sequoia
wind pollen
limpid sequoia
#

blazing whale
limpid sequoia
wise hinge
limpid sequoia
#

🫃

limpid sequoia
limpid sequoia
wise hinge
limpid sequoia
wise hinge
wise hinge
inland vault
#

-# i don't think he'd do that

wise hinge
blazing whale
limpid sequoia
rancid seal
zenith stone
quasi trench
#

render distance doesn’t seem fair

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and what about upscaling

wise hinge
scarlet gust
wise hinge
jagged badge
#

Great illustration of normal maps at play.

rancid seal
# quasi trench render distance doesn’t seem fair

Vv has lower rebder distance, but rtx screnshot has player skin not rendering correctly and clouds not loaded correctly. This is not vv vs rtx this time, i show how my resource pack looks like in vv right now.

graceful iron
rancid seal
wise hinge
#

It's so fun since i learned how to draw normals by hand

rancid seal
# rancid seal

By the way. This might be the first rtx resource pack i may port to vibrant visuals in the fiture, as i know that havong trailer graphics is cool, but i want mobile players to have this ability too

limpid sequoia
willow needle
rancid seal
willow needle
scarlet gust
long ruin
rancid seal
limpid sequoia
#

is it hard to be a humanity human

rancid seal
#

What

limpid sequoia
rancid seal
#

@limpid sequoia you have missed my brithday adn didn't make a present fo me. I am sad :(

limpid sequoia
#

thanks to all "true" creators always helping me and inspire me to rewrite my own project

blazing whale
rancid seal
wise hinge
limpid sequoia
limpid sequoia
inland vault
#

the glint....

limpid sequoia
inland vault
#

-# (it feels... otherworldly)

limpid sequoia
#

yeah i see

inland vault
#

-# w

sonic canopy
#

Color chart, showing all VV tonemappers

#

reinhard, reinhard_luma and hable are surprisingly similar, at least on this visualisation

#

Interestingly, when visualising a higher range of values (up to 100k luminance), most tonemappers show a distinct band in the pink region, where the color abruptly becomes duller. It is especially apparent in generic tonemapper

limpid sequoia
#

great

sonic canopy
#

And here are 256 color charts for completely randomized VV configs, because why not :P

limpid sequoia
#

🔥

rancid seal
#

I don't say its bad, it is annoying sometimes ngl

limpid sequoia
#

add me

zenith stone
rancid seal
limpid sequoia
#

you're welcome

quick beacon
wise hinge
inland vault
limpid sequoia
rancid seal
scarlet gust
sonic canopy
#

It looses a lot of details in brighter colors

rancid seal
sonic canopy
#

Its own custom one

#

More info here

sonic canopy
#

The tones are not mapping

limpid sequoia
blazing whale
limpid sequoia
iron moon
#

Look so clean

scarlet gust
#

DLSS is being updated soon and I discovered how to disable mipmapping, so now the only issues remaining are bad shadow and reflection quality when DLSS is enabled.

wise hinge
willow needle
#

Modified copper bulb & normalmap reconstruction

wise hinge
limpid sequoia
wise hinge
willow needle
#

Gold ore

limpid sequoia
willow needle
limpid sequoia
barren sedge
#

guys is there a way to make a specific texture part ghlow?

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glow*

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in vibrant visuals

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i want my entity's eyes to glow as well as some of its design parts

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but not sure on how id do that

limpid sequoia
barren sedge
#

ohhh

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im new to working on graphics stuff so pretty much inexperienced in this section

barren sedge
#

yep

limpid sequoia
#

everything always taking time

barren sedge
#

yup

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i wanna learn how to make em glow like that

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is it possible for u to tell me the general idea on how its done?

vivid bolt
barren sedge
#

owhh

#

lemme check

deft cradle
#

Watch quirky plague tutorial😊

limpid sequoia
barren sedge
#

i willl

limpid sequoia
limpid sequoia
blazing whale
limpid sequoia
#

hey

#

people don't prefer heightmap at all

willow needle
wise hinge
willow needle
inland vault
# limpid sequoia

Looks like we're entering the beginning of the "Stephonic revolution".

rich sorrel
barren sedge
#

thanks a lot guysss

daring jewel
#

Really cool

sonic canopy
#

Question for the graphics enthusiasts, what are your favourite tonemappers that you would like to see in VV? Or, is there a particular java shader (preferably open source 👁️ ) that has very nice colors that you would like to replicate in VV?

sonic canopy
#

For context, I'm working on some tooling for VV, and one of the tools would allow to make a color grading config for VV based on any arbitrary shader code. So, if you have a tonemapper you like, you'd be able to just copy & paste it into the tool and it will generate a VV config that looks as closely as possible to the inputted code

#

Still WIP, but here I ran it on "Agx Punchy" tonemapper as an example. Left side of the screen is vanilla VV, with the generated config applied, right side is an actual Agx punchy, added by modifying shaders

#

I'd like to try it on more examples, if anyone has any ideas :P

tribal trail
white willow
sonic canopy
# tribal trail Best shader in terms of colors in my opinion is sildurs vibrant

Here's slidurs vibrant. Once again, screenshots are split in half with custom VV config on the left and an actual shader tonemap from Slidur's on the right side of the screen. You can barely tell the difference between them which is quite cool imo. Funnily enough, the program actually used reinhard instead of hable, even though hable is the exact tonemap used in slidur's, it is just tweaked differently. I adjusted exposure by eye, as slidurs uses different brightness units. As a result, VV doesn't look exactly like slidurs vibrant shader, ig it's because default VV lighting and shader lighting are so different. But the tonemap here should be the same.

sonic canopy
tribal trail
sonic canopy
#

Yes! Actually split, I double checked XD

#

You can see on the 3rd screenshot the biggest difference

tribal trail
#

Oh I can but the difference is so minimal that it’s insane

#

Can I try that config?

silent zealot
sonic canopy
silent zealot
sonic canopy
sonic canopy
silent zealot
#

That sounds trippy.

sonic canopy
#

Yeah

#

I can send the material.bin if you want to try it.

silent zealot
#

Sure.

sonic canopy
#

Custom shader materials that I used for the side-by-side screenshot comparisons ^

silent zealot
#

Thanks! I presume using the same method we discovered a while back when we first migrated to GDK?

sonic canopy
#

The materials.index.json no longer works through resource packs, so youy'll have to replace the internal files

#

You can either directly replace vanilla material.bin files (make sure to backup them first), or you can put them in a different folder and/or with a different name, and just edit materials.index.json folder inside of the renderer/materials internal folder, to point to different file

#

The way I do it is by creating a new folder inside of materials and adding the json entries at the top of the index file that point to custom materials in your custom folder, as entries at the top take priority over the ones below

silent zealot
#

Gotcha.

white willow
sonic canopy
#

I'm gonna yoink them from your shader lol

#

if you don't mind. Just so that you'd have the same code to compare the result in VV to your shader

sonic canopy
#

Imma do the default, unmodified lottes in the meantime, to avoid ambiguity

white willow
#

i think thats what i use

#

ik im using aces rn but lemme look

#

yea that should be right

#

how does your implementation compare to the tools?

sonic canopy
#

Didn't run it through the tool yet, still trying to figure out exposure. Default lottes also looks overexposed, probably that's why you used the 0.4 factor

white willow
#

yea

sonic canopy
#

0.5 for the default lottes looks good, exposure wise, I'll run this one first

sonic canopy
#

Default lottes (scaled by 0.5). It is actually exactly 1 to 1 recreation. Almost can't even tell these are side by side screenshots

#

For some reason, reinhard keeps being used by the tool in these tonemap recreations. Configs based on reinhard end up being the closest to the original tonemap. Is reinhard secretly an actually good tonemapper???

white willow
#

thats pretty close

#

how does it deal with like bright reds - oranges

#

cuz lottes shifts those towards orange/yellow

sonic canopy
#

The wool looks pretty identical, idk what other block to try that would be more orange

#

You could try it yourself tho, I sent the VV file config above

white willow
#

i meant like emission

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so like glowing redstone tends to look more orange

#

not like aces level

#

but

#

ill mess with it in a few

sonic canopy
#

If u want to also see the reference tonemap, side by side

white willow
#

aight

sonic canopy
white willow
#

wow yea it looks like it

#

oh uh is this color post processing for release or preview

sonic canopy
#

Material.bin? Preview, that's what I've been using. But it should still work on release

#

Didn't test it tho

white willow
#

yea its fine in release

#

damn seems to get those tones right too

#

im gonna boost the emissive and see whats up

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seems that it handles emissives about the same as actual lottes

#

thats pretty neat

#

wow alright i am def surprised at that

#

default tonemapping vs the actual lottes

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and my betterRTX preset which also uses lottes

sonic canopy
#

I'm gonna try 2 more, lottes variant from your shader, and then opendrt. And then maybe the default agx, we'll see

white willow
#

alright

sonic canopy
#

Ok that's the last one for today. Gonna do more tomorrow

hardy island
#

Try Uchimura, looks really punchy

sonic canopy
#

Ah yeah, good idea, forgot about this one

hardy island
#

Would definitely really look good, I've tried it with VV and it results really astonishing

scarlet gust
#

Most cursed screenshot I've seen in a while

#

I did not take this screenshot by the way

#

I don't take screenshots frequently enough

limpid sequoia
inland vault
wise hinge
#

copper ore

wise hinge
limpid sequoia
wise hinge
sonic canopy
sonic canopy
#

Wait, I forgot gamma correction 😭

blazing whale
sonic canopy
#

This one is more accurate (more vibrant, like the actual tonemap) for the atmosphere and sun glare, but less accurate for emissives.

  • previous
  • current
  • previous
  • current
sonic canopy
#

Um, I think I made a typo somewhere

tribal trail
#

it looks perfect to me

severe grove
white willow
#

I definitely feel like I haven't messed with the system nearly enough

sonic canopy
hardy island
hardy island
rancid seal
#

Why don't mojang allow editing material bins trough resource packs

#

Why do we have default material bins compiled at all? They were all decompiled

white willow
#

Something something security reasons

hardy island
pale urchin
white willow
#

Modding bedrock must be a complete pain cuz of how many systems actually run the game

pale urchin
#

Windows and Android are the only ones with modding support

hardy island
rancid seal
hardy island
rancid seal
pale urchin
rancid seal
#

I mean I don't think they re going to make full RT update

hardy island
rancid seal
hardy island
pale urchin
rancid seal
#

I want to see RTX source code one day, even without having the purpose to edit something

hardy island
white willow
hardy island
#

Wait, how does BetterRTX does it though if it's based on vanilla RTX?

white willow
# hardy island Heard it, but never seen the codes. Is there limitations to it?

There's very few limitations. The only real limitations are that it's very hard to get external texture reads (for example noise textures for clouds/puddles), and things that vanilla doesn't provide are near impossible to add. We can't modify the BVH or do other things without literally modding and doing DLL injection

rancid seal
white willow
#

You have I think like 99 buffers to work with to do you can do whatever you want

rancid seal
#

I mean if you don't waant to make some ultra rtex sadars with ultra realistic everything

#

And memeory limits too

white willow
#

Only reason better RTX exists

hardy island
hardy island
rancid seal
#

Technically they aare

hardy island
white willow
rancid seal
#

10 seconds per frame

#

And stuff like that

white willow
#

But it's doable

hardy island
white willow
rancid seal
#

I've been trying to re-create "realisitc" clouds by an add-on, but the performace is just...

white willow
hardy island
hardy island
white willow
#

Idk

#

I haven't looked at the code

rancid seal
white willow
#

I think it's perlin based

scarlet gust
hardy island
rancid seal
#

I think I can make some kind of noise by using scripting API, but I don't think it is going to be that good

white willow
#

They aren't even 3D either afaik. And it tanked performance big time

sonic canopy
hardy island
scarlet gust
hardy island
#

How the hell does performance tanked THAT much

white willow
#

So that would also maybe do something perf wise

#

I'm looking into maybe attempting clouds but considering I can't even seem to do fog correctly idk about it that 😭

scarlet gust
#

I need context

rancid seal
scarlet gust
#

What is happening

sonic canopy
white willow
#

But John's clouds were insane man. I wish we got that

hardy island
#

I'm really interested

white willow
sonic canopy
rancid seal
#

They could at least make enother style for rtx clouds, not those ugly flying cubes. They could at least make them smoother.

hardy island
pale urchin
rancid seal
#

By the way, when Minecraft RTX clouds got broken?

scarlet gust
rancid seal
scarlet gust
hardy island
white willow
#

John had some crazy fog in MCPT

#

MCPT is actually insane

hardy island
#

MCPT? What's that?

#

A shader?

white willow
rancid seal
#

Creating a simple noise:
step 1: getting value x*y*sin(seed)
step 2: getting 4 middle numbers of the value we have just found.
step 3: (2*(value/9999))-1 (=noise value)

Idk how good is this one for making better clouds in Minecraft RTX

#

I will try

#

But i believe the performance is going to be awful

#

Not because of calculaating but because of the amount of objects rendered

white willow
#

Some images of what I'm talking about. Crazy fog

hardy island
pale urchin
sonic canopy
#

Found more screenshots of the bedrock version of John's spectral renderer #1182095383015456829 message

scarlet gust
sonic canopy
hardy island
scarlet gust
pale urchin
hardy island
sonic canopy
# scarlet gust

This is aces from VV. Which afaik is not even proper aces 1.0, it is just a cheap approximation of it, not the full thing

hardy island
scarlet gust
rancid seal
#

We're moving to tonemapping? Uhh, im gonna go out and touch some grass at this point.

sonic canopy
# hardy island

Oh, the temptation to try making a VV config out of this...

hardy island
scarlet gust
hardy island
scarlet gust
#

However, unfortunately, the closest thing to AgX in VV is Reinhard Luminance.

scarlet gust
rancid seal
#

Minecraft RTX screenshot for you all, for better chatting!

white willow
#

Reinhard is nowhere CLOSE to AGX in any way shape or form

#

That's what I'm getting at

scarlet gust
hardy island
white willow
#

Doesn't matter

scarlet gust
#

Not Reinhard.

white willow
#

Reinhard luminance is still Reinhard

#

It's still the basic
1.0 / (1.0 + color)

#

With extra steps

hardy island
#

Oh yeah, Veka, have you tried Khronos PBR Neutral on VV?

sonic canopy
# scarlet gust We need AgX in VV.

I posted color grading VV configs that mimic default and punchy AGX like 20 messages above. I also posted material.bin custom shaders that add both agx versions directly into the game, again, 20 messages above

scarlet gust
sonic canopy
hardy island
scarlet gust
white willow
white willow
#

ColorPostProcessing is a VV material binary

sonic canopy
white willow
#

If it was RTX it would've said RTX.TonemappingPostFX.material.bin

hardy island
sonic canopy
scarlet gust
white willow
hardy island
#

While chatting with you guys, I tried to compile my shader, and its so long..

sonic canopy
hardy island
#

493.74+376.87=870.61 seconds
Which is 15 minute ish

white willow
#

I wanna try the newer AgX minimal that seems to be fairly popular among Java shader devs

sonic canopy
hardy island
scarlet gust
white willow
scarlet gust
hardy island
#

It took really long

hardy island
white willow
hardy island
#

A newer one?

sonic canopy
white willow
hardy island
#

Except improving my device ofc

scarlet gust
white willow
#

Not using some other preset that has it

#

Because gilded graphics preset uses my AgX and has no issues with exposure :p

white willow
quick beacon
#

Genuine question. I know VV been a thing for quite a long while now, but do different tone-mappers affect exposure/auto-exposure in any way? I’m genuinely curious.

sonic canopy
# hardy island Except improving my device ofc

I was just about to suggest getting a better device, lol. Compilation is multi threaded, so I think it is pretty much as fast as it gets, with the current shaderc implementation. Maybe implementing some kind of hash checks, to skip compiling unchanged files could be a nice addition to lazurite, but idk. We still need to improve the compiler and add the missing features into it, before thinking about QoL improvements. Maybe re-doing the compiler from scratch, based on spirv tooling would be a better move, that way we can get rid of some of the BGFX junk

white willow
#

So tonemap shouldn't have any real effect on it

hardy island
#

What can these 4 cores and 4 threads do

sonic canopy
#

They can compile 4 times faster than with 1 core and 1 thread. 400% improvement 🔥

white willow
#

🔥

quick beacon
silent zealot
#

🗣️ Fire Spend $1000 on a new CPU for 5s faster compilation.

white willow
# white willow Usually no. Exposure is applied before tonemapping

Basically it goes like this

  • Overexposed color in gamma space (or whatever linear space you decide to use)
  • Auto exposure computes the overexposed image and adjusts the outputs
  • exposure adjusted image sent to tonemap and then tonemapped
  • correct gamma to proper output color space
quick beacon
#

I see

white willow
#

You could be a weirdo and auto expose after tonemapping I guess but you'd probably run into some REALLY funky color problems :p

#

Idk what sane developer would try to do that

scarlet gust
#

I personally like S-Log

white willow
#

(Sorry if this comes off wrong, I'm just making a joke and not trying to insult anyone's intelligence)

scarlet gust
#

Although I color grade it later

sonic canopy
#

What do you color grade

scarlet gust
#

And use converter LUTs

white willow
#

RAW images get tonemapped lmao

#

And auto exposed

#

Unless you do manual exposure

scarlet gust
white willow
#

In the case of iPhones raw image, it just means that the image has no compression or processing, it still does the tonemapping

scarlet gust
#

I convert the tonemapper

#

To a better one

#

Like AgX

white willow
#

Heif vs raw. There's no difference aside from the heif image looking a bit more saturated

#

Sorry the raw image is on the right

#

That one is more saturated

#

It's still getting tonemapped :p

scarlet gust
#

RAW has more color data

white willow
#

The point of raw photos is specifically for editing since it has no compression or dithering

scarlet gust
#

Although it looks the same

white willow
#

But that doesn't mean the camera doesn't tonemap it

scarlet gust
#

Although it looks like you used ProRAW

white willow
#

What other thing does iPhone have that I'm supposed to use then. In your infinite wisdom, enlighten me

quick beacon
#

Raw images are pretty nice. I use that format when I sometimes go out and do photography

white willow
#

Most image formats are fine enough though as long as it's not jpeg :p

#

Me and my homies hate jpegs

#

(Dont take me seriously, jpegs are great if you can sacrifice the quality for size)

scarlet gust
quick beacon
#

Canon EOS R6 Mark II is a pretty solid cam

sonic canopy
white willow
sonic canopy
#

Here are some HDR PNGs that I have around, one of RTX (credit: Weather) and one of VV

quick beacon
#

I know this is off-topic, but this is the file size diff between a raw image and a jpg image

white willow
# scarlet gust Which is **NOT** RAW

RAW photos literally means that there's no compression. That's all it means. Apples proRAW keeps it lossless but also adds their color processing. It's still a raw format file 😭

#

A raw image is just exactly what it says, an uncompressed image you can use for editing

#

Which is what proRAW gives you

#

:l

scarlet gust
#

ProRAW has processing

#

RAW doesn't

white willow
#

That's... literally what I said

#

It's still a raw image tho 😭

#

I don't get your point

#

It's UNCOMPRESSED AND LOSSLESS, which is the point of raw photos

sonic canopy
#

The pigs pinks are also crushed, in a dark environment

scarlet gust
#

It takes six different exposures and meshes them together with several layers of processing

#

While RAW just takes the image directly out of the sensor

#

RAW: Light > Lens > Sensor > Vacuum Tube > SSD
ProRAW: Light > Lens > Sensor > Vacuum Tube > Image Processing > SSD

#

At least, that's how I think it works

sonic canopy
#

Digital sensors work based on vacuum tubes?

sonic canopy
rancid seal
#

Does minecraft use its own material bin compiling method?

sonic canopy
#

Mojang has their own tooling for compiling shaders into material.bin, yes. They are using a fork of BGFX library, which has been heavily modified to meet the demands of minecraft graphics

white willow
white willow
#

And they are exported as .DNG files

scarlet gust
#

RAW: Light > Lens > Complimentary Metal Oxide Semiconductor > SSD
ProRAW: Light > Lens > Complimentary Metal Oxide Semiconductor > Image Processing > SSD

rancid seal
#

They now have no reasons to conpile code stored in material bin files ino, as a lot of stuff was already decompiled

white willow
#

Which is literally what you'd want tbh

rancid seal
#

Idk why did they compile all codes

#

Also why compiled shader code is called as "material"

#

?

white willow
#

Just cuz it's been decompiled doesn't mean it shouldn't be compiled. And even then, our decompiled code isn't exactly on par with theirs.

#

They have their own internal system we can't see

#

And it's generally quite complex from the very little bit they showed of how render dragon works

#

But compiling is necessary. It ensures each platform gets the correct code and is formatted in a way that device can read it. Android code is different from iOS code and is different from windows code

sonic canopy
rancid seal
#

Hmm

white willow
rancid seal
white willow
#

Yes

#

Different gpus and drivers handle things differently

#

Even on Java where it's just pc this is an issue

#

One thing you do on Nvidia will literally cause compile failures on AMD

#

And don't get me started on Intel drivers :p

rancid seal
#

Ohh, but it would be neat if decompiling process was easier

white willow
#

Decompiling is hard for any game

#

That's just how it is

#

Code isn't really meant to be decompiled and stripped down

#

Especially when most decompiled code isn't usually human readable. Compiled code converts code into binary so the computer can read and process it

rancid seal
#

Love when i have unreadable code lol

white willow
#

All code at some point gets compiled regardless. It's up to the creator give out the original source code

#

Which usually in the case of these AAA companies, they aren't allowed to do

#

The fact we have a fully unobfuscated version of mc java for modders is insane in its own right

scarlet gust
#

I think I'm going to run out of battery soon

#

15% battery

sonic canopy
white willow
#

Definitely seems a bit closer

#

I'm wondering if generic would be a better base

sonic canopy
#

Here are the color charts for all 12 combinations of tonemappers and temperature color grading type, after each of them has been optimized to look as closely to the target (Khronos PBR) as possible by the tool.

#

Also, sorted in the order of best to worst (increasing error)

#

Generic usually scores last in these

white willow
#

Interesting that Reinhard seems to be the most flexible

#

Reinhard luminance basically looks exactly like it just without the white clipping

sonic canopy
#

Actually, the scale here, on the color chart, is a bit off. I'm gonna make a new one. Color chart goes up to a luminance of 50, whereas the tool only optimised for luminance up to 10. For reference, the sun geo itself is about 30 in brightness, so optimising for 50 is just overkill and would compromise the accuracy of darker colors

rancid seal
#

Prefer seeing codd that can be read by human than binraies... Better late than nowhen

scarlet gust
#

Can I have the material.bin files for that one?

sonic canopy
#

"Target" is not the name of the tonemapper, it is a label, meaning that this is the color transform that other tonemappers try to reach (try to target) during optimisation. In this case, it is Khronos PBR

#

Here's the chart with a proper scale

#

And, for reference, the neutral VV config, basically with color grading disabled. This is a starting point, before trying to optimize them to look as close as possible to the target

scarlet gust
#

RTX needs Khronos PBR Neutral implementation.

rancid seal
rancid seal
scarlet gust
# rancid seal

That tonemapper is fine, but could potentially be slightly better.

#

Khronos PBR Neutral is the only tonemapper I've seen that's better than the Vanilla tonemapper.

rancid seal
#

I think colours are usually fine... I think

scarlet gust
rancid seal
silk badge
#

Why would an addon disable pbr?

silent zealot
silk badge
#

I've been looking at 2 addons for the past hour

#

One where it works

#

The other where it doesnt

#

And they are functionally Identical

#

And I have no idea why it's not workings

#

I am going insane

#

I really wish there was an option to force load vibrant visuals

#

Because this is so god damn annoying

#

If something doesnt work properly doesnt the game have stuff to fallback on?

silent zealot
silk badge
#

This shit doesn't use anything related to vv btw

#

So I wouldn't need to add pbr capabilities

#

not like that worked

silent zealot
#

You need pbr capabilities and 1 21 120 min engine version.

silk badge
#

I'll try that again ig

#

Didn't work

silent zealot
#

Show your new manifest.

silk badge
#

{
"format_version": 2,
"metadata": {
"authors": [
"Katsu"
],
"generated_with": {
"bridge": [
"2.7.54"
],
"dash": [
"0.11.7"
]
}
},
"header": {
"name": "pack.name",
"description": "pack.description",
"min_engine_version": [1, 26, 10]
"uuid": "3781ff05-8ab4-4a5b-8b77-d7898e4cd023",
"version": [1, 0, 0]
},
"modules": [
{
"type": "resources",
"uuid": "ad2b3403-889a-44a5-a8a9-dfdc7431a321",
"version": [
1,
0,
0
]
}
],
"capabilities": [
"pbr"
],
"dependencies": [
{
"uuid": "2ac639e3-d9fb-4309-85e5-fc7a1255b0b4",
"version": [
1,
0,
0
]
}
],

}

silent zealot
silk badge
#

?????????

silent zealot
silk badge
#

....

#

Alright let me try again

#

I really hate how stupidly hard getting into android/data is

silent zealot
#

Your content log should have yelled at you.

silk badge
silent zealot
#

{"format_version":2,"metadata":{"authors":["Katsu"],"generated_with":{"bridge":["2.7.54"],"dash":["0.11.7"]}},"header":{"name":"pack.name","description":"pack.description","min_engine_version":[1,26,10],"uuid":"3781ff05-8ab4-4a5b-8b77-d7898e4cd023","version":[1,0,0]},"modules":[{"type":"resources","uuid":"ad2b3403-889a-44a5-a8a9-dfdc7431a321","version":[1,0,0]}],"capabilities":["pbr"],"dependencies":[{"uuid":"2ac639e3-d9fb-4309-85e5-fc7a1255b0b4","version":[1,0,0]}]}

#

This is the fixed one. Unless you of course pasted the wrong manifest.

silent zealot
silk badge
#

Yep

#

And yep

rancid seal
# silk badge And yep

I could misunderstand you as I was not the part of the conversation before, so sorry for that. Do you have any kind of errors being sent to console? Which one are those? Are there any related to manifest?

silk badge
#

All of them are completely unrelated the manifest

#

Ive had this kind of issue before with another addon

#

But I've fixed it

#

But that same fix isnt working

rancid seal
silk badge
#

Tried 1.21.40, 1.21.130, and 1.21.120

#

Nothing

rancid seal
#

Also, in case you are editing stuff in manifest, try reloading the entire game or the app you are making add-ons in.

silk badge
#

I'll try thag

rancid seal
#

Always make sure stuff is edited correctly. Also, maybe you need to send the add-on (or the resource pack from the add-on) so we can see if the issue happens to us or not

silk badge
#

I had to reload the entire game

#

I still want to be able to force load vibrant visuals

rancid seal
silk badge
#

On android?

silent zealot
rancid seal
#

I surely have posted it before, but, uhh, there is a chance i haven't.

iron moon
white willow
#

Vulkanite based offline renderer

severe grove
#

Gigabyte B550M DS3H AC R2, AMD Ryzen 5 5500, RX 6600 XT, 16GB RAM DDR4, SSD NVMe 512GB. How much FPS do i get when i play Minecraft Rtx?

limpid sequoia
severe grove
wise hinge
severe grove
willow needle
#

New cobblestone for Strawberry Deferred V4.0 Rewrite (Vanilla Realistic)

limpid sequoia
rancid seal
#

Im sorry if this question is strange, but lemme ask anyways.
What keyframe should i use for the evening (sunset) time? For that one you can get by running a command "/time set sunset".

I mean i tried 0.25-0.3 keyframes, are those close enough?

rancid seal
#

Uhh 0.18-0.21?

rancid seal
#

I didn't try yet

limpid sequoia
#

and use /time set 12000 and /time set 12500

#

for day /time set 1000

#

for 6:30 /time set 0

#

for noon /time set 6000

#

for sunset transition /time set 11000

rancid seal
#

Fogs stuff hard

limpid sequoia
#

for night /time set 13500 and midnight /time set 18000

limpid sequoia
#

i used to make the fogs thin at noon and midnight

rancid seal
snow gate
#

A completely Normal Minecraft World

limpid sequoia
#

dang

limpid sequoia
wise hinge
#

noon

willow needle
#

Strawberry vanilla realistic custom decorative pot

limpid sequoia
willow needle
limpid sequoia
#

i should make it more saturate, thanks for your suggestion^^

sonic canopy
#

This is how you can convert time of day (0-24000) to a keyframe value (0-1)

ang = fract(timeOfDay / 24000.0 - 0.25);
ang = (ang + (cos(ang * PI) * -0.5 + 0.5 - ang) / 3.0);

And if you want to convert from keyframe to sun angle, multiply keyframe value by 360 or by 2*PI, depending on whether you need radians or degrees.

willow needle
willow needle
limpid sequoia
wise hinge
white willow
# wise hinge

This is really good, but I think it would benefit from being a little rougher, I think a larger highlight would look cleaner

quick beacon
silent zealot
#

BoB? More like bOb

limpid sequoia
wise hinge
limpid sequoia
willow needle
blazing whale
#

Mossy cobblestone by @willow needle

rancid seal
#

What

snow gate
# willow needle

I like that one

The way the reflections look make it looks like if the surface is wet

rancid seal
#

I have (almost) reached 70 fps with my 4 gb 3050 ti gpu

#

Reduced quality, but... nothing else i can do - messing up with dlss is the only thing

rancid seal
silent zealot
#

I wonder if this has changed at all.

limpid sequoia
#

Happy birthday to me cat_su

#

my 19th birthday

silent zealot
#

Ngl, for colour grading I can't see much diff for highlights. Shadows and Midtones are very noticeable changes.

#

Oh wait. I see it affecting clouds.

willow needle
#

Vanilla decorative pot

#

Strawberry decorative pot

wise hinge
limpid sequoia
graceful iron
#

Never been a huge fan of the rounded look but looks great

limpid sequoia
blazing whale
willow needle
limpid sequoia
limpid sequoia
fading kindle
limpid sequoia
blazing whale
limpid sequoia
willow needle
limpid sequoia
blazing whale
limpid sequoia
wise hinge
#

jongle

limpid sequoia
wise hinge
#

-# (not for any texture lol)

limpid sequoia
limpid sequoia
wise hinge
#

lodestone/endstone

#

heart pottery :3

willow needle
#

Change heart pottery to strawberry with vanilla realistic style

faint frigate
quick beacon
#

Been a while since I used Point Lights

rancid seal
#

Completely useless Minecraft RTX fix

tribal trail
rancid seal
tribal trail
#

why is it useless

rancid seal
#

¯_(ツ)_/¯

rancid seal
tribal trail
#

then it's useless for you

#

but things should work out of the box with no need to fix them

#

so it's not useless

rancid seal
#

Wtf did I just found

rancid seal
#

So maaybe it it useful

limpid sequoia
scarlet gust
#

Just finished my sea lantern flipbook texture.

limpid sequoia
wise hinge
#

cactus flower sss

blazing whale
#

Bamboo

scarlet gust
#

Wait I forgot to add no

#

That's fine I guess

#

I'll make another poll

limpid sequoia
rancid seal
limpid sequoia
wise hinge
#

potteries!
sunlight from left / sunlight from right

blazing whale
rancid seal
blazing whale
rancid seal
limpid sequoia
rancid seal
limpid sequoia
wise hinge
#

:doggy_smoke:

rancid seal
limpid sequoia
limpid sequoia
limpid sequoia
blazing whale
limpid sequoia
#

i've made them before and shown before

willow needle
# limpid sequoia

My suggestion is that if you want the motif to be a little deeper in pixels, so that it has depth to the motif.

limpid sequoia
willow needle
limpid sequoia
#

that's why i'm always rewrite all my configs

willow needle
#

Yes just dont change

limpid sequoia
#

i think i love it

#

or deeper?

willow needle
limpid sequoia
#

Heart Pottery Sherd

#

thanks for Rifki suggestion!

willow needle
limpid sequoia
wise hinge
blazing whale
#

I hope Mojang can make fog reflect on water later

sonic canopy
#

This could also be because sky intensity is less than 1

#

Which affects all sky reflections including water reflections

blazing whale
#

in this case in my image used sky intensity 1.0

rancid seal
#

The most cursed thing ive ever seen in my entire life

#

RTX lava but with point light

#

Lava but with red point light

#

Point lightning stuff funny

#

Pointlighted redstone line funny

quick beacon
#

I'm sorry, but I have to say that regular vanilla RTX in general does not look good. I am pretty much sad that BRTX is kind of like a dead project now given it hasn't been updated in a while.

rancid seal
#

I mean, its your opinion, but there is always something you could love in default rtx.

#

Sowy for spamming screenshots

#

Default RTX is pretty much a cute thing imo

#

And i love its style more than vv. (Yea absolute vv hater opinion)

#

With keyframes on fogs we now can do more stuff, have more control on ambience, both in rtx and vv

white willow
quasi trench
#

whats going on there

#

noisy but nice

quasi trench
#

and that normals show up in non direct lighting scenarios

#

if vv could ever have even just normal ray tracing features it would surpass

white willow
willow needle
quasi trench
#

or just interesting to look at

white willow
#

With rtxs default denoising you wouldn't really see half the amount of shadows here

#

Most of it would just get blurred out or eaten away

#

I've already sent this pic oops

#

But you get the idea

#

Here for example, you'd probably lose a lot of the lighting detail past only a short distance away

#

Here's another comparison. Look how far out you can still see shadows on the left image and how quickly they die out on the right image

#

Also the details on the normalmaps in the back too

#

So is there a use to it? Not really but it's more so to show how much you actually lose from denoising

#

Now there's ways around it cough cough ReSTIR but still

wise hinge
wise hinge
scarlet gust
#

RTX ON FOREVER is typing...

#

I wonder what they're typing.

rancid seal
# quick beacon I'm sorry, but I have to say that regular vanilla RTX in general does not look g...

I really thknk you don't care, but its time i had to sjare my opinion ig. Yeah, there was no official RTX update for 6 entire years. But on the other hand, RTX recnely yogt some kind of new feature or something. Keyframes on fogs (it was not said in chabgelog this feature is made for vv specifically!!!). As mojang dont get money from RTX, they rearely dos oemthinf but just fixing bugs right now. However, RTX that qas not uosated for entire 6 years sometimes peform better than vinrant visuals, and still looks more realistic than vibrant visuals. However, deferred is pretty much new graphics mode, of course it has more features. Or is being developed as more players can use it, pretty kuch the only reason why it exists.

Additional info
RTX maps are not abailable for consoles that could be another source of popularity of Minecraft RTX. They could continue allowing adding Minecraft marketplace maps with ray tracjng support (i want to be a marketplace partner if they did that :3), so we cannot make them continue caring about ray tracing as they did before.

inland vault
#

The typo...

scarlet gust
#

By the way, I made a tonemapper.

inland vault
#

Cool.

limpid sequoia
rancid seal
limpid sequoia
blazing whale
rancid seal
#

RtxRtxRtxRtx

limpid sequoia
#

dawg

rancid seal
limpid sequoia
rancid seal